Jeffrey Ventrella is an algorithmic artist, artificial life developer, and virtual world builder. His work includes scientific data visualization, visual math, and virtual body language. Visit ventrella.com/
It's things like this that make me laugh that people still don't believe in evolution. It's so simple and there's visuals to the explanation. I bet even if they see this they will deny it.
"a creature that immediately tumbles over into a quivering heap gets a low fitness 👎 and is unlikely to mate with another creature to produce offspring" why are u being so mean to me
I do a little coding sporadically . I remember animating a ball under gravity in BASIC then I learned some Javascript & OOP and suddenly it was so easy to have as many bouncing balls as I wanted and even the code looked great ! Fascinating video . Shame about the knuckle-dragger comments from some.
Your 5-fold video tells me a lot “You have 6 dimensions in your manifold You like music by Avenged 7-fold Your mesons are 8-fold Your problems have increased 10-fold Your kitty cat is a Scottish Fold I don’t know any other folds” - Paul Oakenfold
All fun and games until one falls over in a way that keeps its non-foot points off the ground and vibrates toward the point - algorithmically siring an entire lineage of vibrating worms that evolutionarily capitalize on the simulation's physics weaknesses.
Have you read the Fabian, et al. nature communications article? The one about dorsal light response in insects, "Why flying insects gather at artificial light" it feels relevant to the zenith navigation method, or I guess how real world examples have inherent flaws.
An interesting modification would be giving each spring multiple sine waves and adding them up: it's a known mathematical result that you can approximate continuous functions with a sum of sine waves of differing frequencies and amplitudes. Since walking is such a periodic motion, probably 10 sine waves per spring would already give very rich motion control, potentially unlock far more efficient motion. (Especially if using 2 or more tetrahedra per leg to give more range of motion to the legs)